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KF2-Dev-Scripts/Engine/Classes/SeqAct_ModifyHealth.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class SeqAct_ModifyHealth extends SequenceAction
native(Sequence);
cpptext
{
void Activated();
virtual void UpdateObject();
}
`if(`__TW_)
// Allow abstract DamageTypes. Engine classes are inconsistant about this.
/** Type of damage to apply */
var() class<DamageType> DamageType<AllowAbstract>;
`else
/** Type of damage to apply */
var() class<DamageType> DamageType;
`endif
/** Amount of momentum to apply */
var() float Momentum;
/** Change in health */
var() float Amount<autocomment=true>;
/** Distance to Instigator within which to damage actors */
var() float Radius;
/** If true, Amount will be healed */
var() bool bHeal;
/** If true, health change will be radial */
var() bool bRadial;
/** Whether amount should decay linearly based on distance from the target. */
var() bool bFalloff;
/** Player that should take credit for the health change (Controller or Pawn) */
var Actor Instigator;
/**
* Return the version number for this class. Child classes should increment this method by calling Super then adding
* a individual class version to the result. When a class is first created, the number should be 0; each time one of the
* link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of
* Super.GetObjClassVersion() should be incremented by 1.
*
* @return the version number for this specific class.
*/
static event int GetObjClassVersion()
{
return Super.GetObjClassVersion() + 1;
}
defaultproperties
{
ObjName="Modify Health"
ObjCategory="Actor"
VariableLinks(1)=(ExpectedType=class'SeqVar_Float',LinkDesc="Amount",PropertyName=Amount)
VariableLinks(2)=(ExpectedType=class'SeqVar_Object',LinkDesc="Instigator",PropertyName=Instigator)
Momentum=500.f
}